Hello,
I AM DYSLEXIC - a very nice student project I worked on back in 2015 just got published, I did FX for it, all in Houdini, then handed over caches to lighting and rendering guys (rendered in Mental Ray in Maya). I really like visual style and it was really interesting to do some effects for this style of animation.
Enjoy
Short breakdown:
00:48 - paper (cloth) sim, a proxy collision geo of hero character was animated and used for interactions
03:22 - RBD simulation advected by hand-drawn guide curves and underlying FLIP simulation, some VDB meshes for hill filling, procedurally generated pages between books with fake dynamics (even though they got totally lost in the renders)

I wrote a guide on writing simple node operating on OpenVDB volumes in HDK: Creating simple C++ OpenVDB node in HDK
What it does is basically: the node will take a VDB volume as an input and point cloud, then at position of each point it will activate matching voxel in VDB volume.
You can also check repository with the code: VDB Activate from Points

adding project files,
it is a bit messy because it contains all my nodes for exploring the techniques and testing out things, but still might be helpful for some
some paths are hardcoded but with a bit of fixing you can get it running
gridless_selma.hipnc

added project files,
note that in interaction_forces.hipnc I used a technique for calculating eigenvectors which was a bit overcomplicated, I updated the technique in curvature.hipnc but did not update the particle sim setup yet
interaction_forces.hipnc
curvature.hipnc